An important aspect of this urban game test was to experiment with the tactile quality of pressure sensors. We modified an instructables.com tutorial to create four sensors from neoprene, conductive fabric, fusible interfacing, and thin foam with a small hole cut in the center. While piezo sensors would have been technically suitable, the homemade sensors felt more durable and 'poundable,' which I believe allows for a more active game.

Our original goal for a bus shelter-based game involved interaction between bus and shelter, and/or interaction between two or more shelters. We decided to prototype that communication with radio frequency (RF) technology, experimenting with a few different options. We also felt it was important to get some prototype elements built that would allow us to test different programs for games or interaction, different switch styles, as well as various ways of using LEDs to light a wall or shelter-sized space.

Over the course of the last few weeks, we've been acquiring and assembling a couple of RF possibilities: the JeeNode (an alternative to the Arduino, with built-in RF) and the RF Link. This journey continues, but we were able to get a game prototype up and running for the presentation last week, and it was extremely helpful to get people playing it and get feedback about everything from the program to the switch design to considerations about putting it in an actual bus shelter.

The program linked below is a whack-a-mole inspired game, using four LEDs and four switches. Things to try next, besides getting the RF elements up and running, include experimenting with different games or other interactive programs, the spacing of switches to make it more collaborative, and different sensor techniques (for example, light sensors rather than pressure sensors).

(Note: We stuck some links and info from the RF research on the blog here.)

In the version of the piece presented in-class, we accomplished most of our basic goals with the technology and the concept, but have not yet fully realized the setting and context for the projected video content. Another challenge will be embedding the necessary parts into a housing so that the piece as a "creature" will be one thing. It is undecided whether the camera should be visible or not, and if not, we may need to look into another method of data gathering rather than face-detection.

Teroy and I were thrilled by how our interactive sound sculpture prototype turned out. And thanks everyone for your feedback and initiative to test it! Teroy thought the way the piece engendered continued and deeper levels of interaction over time was a significant element. I also loved that the speakers projected the resonant sounds of the sculpture's inside, effectively placing the participants within it.

Pure geometric bliss! Teroy and I are building a sound sculpture that can be performed by multiple participants simultaneously. The object itself-inspired by constructionist or cubist forms-will be built of wood and when completed will appear as a pseudo-inverted model of a city. The various regions of the sculpture will have unique sonic profiles and performance possibilities. The inherent resonant qualities of these regions will be embellished by different electronic elements embedded within the object. Additionally, the embellishments of these regions will be networked so that when they are played, the regions will induce change on the sonic quality of each other to varying degrees of subtlety. Mics will also be placed in the vicinity of these regions. The resultant audio signals will be processed by custom software and diffused throughout the space via loudspeakers in and around the sculpture. As participants perform the object, sound will emanate from the sculpture and its networked system of sonic tangents, effectively enabling physical and spatial sound performance simultaneously. Can you dig it?